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! w' B3 g% p e. j& I2 G已经共享到岛群QQ和本论坛置顶资源帖9 \' x ` j# x) D: Y
3 ]9 v m; q& ~' b3 Q' }$ B! ?大量更新,详见列表:* s- _- D( u7 f, t) B" B
4 P1 S. |7 \4 D3 |/ ]
$ K, d; J9 g& L3 MChange History:
- |& F6 W3 |3 a2 t" ~V1.01. 17 – September 22, 2012 (Game version shown as 1.7.11.17): G% R- V/ F$ ?2 c& [
1. Seventh Update – This release is a comprehensive release updating all previous4 |( r: h3 }; p {
versions to v1.01.17 beta4 g) K% H$ P3 e `" r
2. Code Changes* l8 f: Q% O3 I* A8 ~& G
Fixed
* A$ I% [3 N! v% y& f$ _3 w5 T1. Display of AF/Port icon between player saves based on player's intel$ E! H" l- s% x7 }6 j; f
2. Return mines loaded on ship to pool when ship is upgraded. Otherwise, they are lost when
/ h% l: L+ R a4 w4 p. Gweapon list updated) {: q( ^) C4 H
3. Reported cargo/troop safety values incorrect when no cargo/troop space# p3 i/ a7 X: ]% n* g7 Q* M. x1 x
4. Allow smaller 'reserve' space for small groups on ships
4 A' e3 j5 R/ p8 g* n5. Preserve some more data when swapping fragment and parent to prevent lost of parent9 I1 ?, S* h8 Y" O
6. Correct attacking plane count before final post-air combat3 J5 x% U+ a- M4 I; F* D, F+ ]
7. Pilot promotion may have occured in error sometimes, p2 \, q' q, v% c6 [9 f
8. Raid detect message sometimes dropped of the combat report! N) ^7 d; V6 S( v9 p+ d% [
9. Some TFs did not auto-refuel when at base. TF with Support ships loaded with supply
) t2 ]8 Q3 Y5 a3 K& O8 w0 wgenerally$ R8 e2 I+ l, P" U- ^
10. Some pilot-leader connections were being corrupted! O# Z" ]6 { S+ m8 L) Z
11. Movement bug with following units due to incorrect move indicator. Seems to fix a few9 p' s6 o& i: L& O5 I
other move issues due to the incorrect indicator( k) j$ b. n+ l" H! Z
12. Wrong ship sometimes reported in Ops report for TF movement which causes some& ~! s; o+ x L/ F4 w9 i
damage
) L* V# w2 H7 }13. Escorts being assigned to auto-convoy TFs when not in the AC ship pool
! V6 E# _# t" q) D; k: \9 I ?/ m14. Status (static,restricted,etc) filter of ground reinforcement/withdraw not working with the
! `- V) ^& E/ q; U, j: gdate sort
8 `+ K) ^+ w2 b# ?1 I) w2 M15. ASW groups not allowed to attack sometimes
& t' t0 @5 l) \6 m3 {16. Fragment size not set sometimes at time of the fragment/parent swap. This was causing: v/ c% j1 r* e: W3 v; N. V. m% {( S
HQ/LCU to jump to reinforcement queue' ^6 l+ _: x* b" x$ Y% Z3 A9 f, p
17. Bug in bomber intercept if too many rounds of fighter v fighter combat
p5 O, B, s1 v$ @0 t- U7 G& f6 d18. Required Aviation Support is NOT capped at 250 for the human pl;ayer. This was removed8 x9 Q: v0 t% W: s
at start of AE but crept back in sometime during updates4 F ~4 E( g) g" Q9 u# X0 A
19. Removed the fragment/parent swap during a TF unload as it could often orphan the
* \% \3 j3 Q$ F, O! Q' V0 Ufragment.; M$ v% x& \* |. F0 F
20. Clear patrol levels if the patrol leveles are not valid after a aircraft upgrade
" u! u3 O) S/ P, }" t2 {21. Additional victory conditions for post 44/45 apply only to game-time of over 3 years (ie not- c" W% [! a! a
short scenario). This was fixed in a previous patch but only for one of the VCs, not the full
. x$ y3 N& W$ P6 m& _' Xset3 b! Q, x( y5 S9 \, s' k7 B
22. Certain sequence of actions allowed enemy LCUs to be visible at enemy base/ t2 ?5 o9 z% a0 [
23. Enabled 'z' to speed up all animations; was commented out in a few animation replays
# o0 }- z/ n5 Z24. Bug caused F/FB to sometimes bomb at low altitude3 U' ~7 L+ }. F
25. Aircraft factory upgrade not always happening on time resulting in short span upgrades not
( E* h' M7 a+ v2 z% Z- Yoccurring properly.& ]% f+ F! {. U& q7 N* Y3 O8 {
26. Bug in Industry 'failed' indication not showing properly sometimes- ~# ^( T- R1 Q% d' G$ l
27. Location check at scenario load to include small map sceanrios
2 l* O: z3 M; u p- V28. Bug in air supply to fragments in a non-friendly base hex @. [ M5 [; ^1 V, ]- W
29. Using way-points defeats some TF missions (eg bombardment) as the TF destination was, d; I6 q7 w+ M7 @* P
being set to homebase before execution of the mission – ie was returning to base
S5 F, V( T Y4 B6 O% Rimmediately
: |, y f% y3 D3 [30. Error in Strategic map display
, y1 l f7 \3 G9 V31. Additional and stockpile options were not turned off when base was captured
- ~; [8 ?* Y7 U3 J8 Q) z; q9 N. \2 ~32. Correct LCUs that were being changed to a base (type 6) resulting in 2 bases showing on% N a5 r# p9 B$ W
mouse over
: T) W) d1 `( a: w33. Army experience being gained when not 100% prepared as per manual; changed to allow
" a% x8 Y. ^5 mchance to gain experience if >75% prepare and < 50% national exp level' T, w# e; v4 B+ [7 y
34. Army experience being gain while unit was not on map or was in a ship. Fix 33 added to
5 P. d9 F8 X$ q$ zalleviate the incorrect experience gaining happening while in reinforcement queue7 S7 B. |+ o z, a5 Z) G+ b
35. Increased road path when using STRATEGIC_MOVE to allow unit to remain on RR –
7 Z# @, C/ F( O2 }9 \8 l7 Wcaused unit to jump “off-rail” and move overland$ d/ p4 H0 G) q. f5 ?
36. Captured base sometimes set to a incorrect HQ if LCU had a bad HQ
6 T; A# A6 d( i37. Excessive accident messages on unload from TF reported
: B2 ]" `; v Y. J! \2 B0 O38. Reworked editor sub-unit merging as some devices could drop off the unit list when
+ D; Z. f' m; J. E4 Dmerged causing smaller size unit than expected# A0 K" h) b; a6 g
39. Corrected possible TOE error in scenario data load for inactive units5 h0 R6 }- k. Z2 | ]+ K, b, L
40. Air transport by seaplane to enemy bases was being allowed; a commando type unit can
7 `3 v3 p9 ]) s! Y* O. d4 Q, Xhowever be allowed to do this.
8 r6 ?. q0 [+ T0 k9 `) B41. Possible CTD if sinking ship's load was a group
) z; S& p4 z' G: M( P/ C* d: V42. Limit the number of devices built from resources per unit during LCU replacements; this* }8 @6 u, y3 t: l0 B! L
was causing an over production for that turn0 k- t, r6 F& {4 P8 E! w
43. Retain day/night setting when creating group fragments
$ M! x2 a& W! \0 u. W8 j' L9 E! c44. Adjusted supply and fuel values in base list not to overrun the space
( ?) }& h# d0 x8 T8 n! E" o45. CT_APc removed from Minesweeping TF;CT_AM removed from Local Sweeping TF, but
" \5 W2 M7 G {+ n2 n/ `added YMS to Sweep TF in line with manual and code
' [ c- w! C4 J46. Auto-rebuild (1/3 of TOE) of Chinese ground unit devices is limited to Squad types as the
`( {7 d% |- k2 F1 J' F0 nrule relates to the abundance of manpower and is not covered by replacement pool. Normal% W8 @4 j3 F h$ n. [
rebuilding of destroyed units is not affected by this.2 B3 k! ]: C2 O
47. Carrier capable and trained text not showing together on Group screen6 ?5 S# A. @ }* X
48. Handle any blank re-name changes by ignoring them) e# J- l: b( ?' U
49. Possible CTD when air fragments combine0 w; a) V- F7 ~ O; ?6 i# ]
50. Unloading TF can freeze a LCU onto a ship under some conditions4 M% s* o+ `* w' T2 A. k
51. AI not behaving if main HQs missing (affects small map mainly)' d( W3 i3 [ e8 a) d& m0 ~
52. AI using AGC for normal land units – removed from TF if not needed% {8 M1 F& V% q% b
53. Soviet activation message not in Ops report
2 c/ w# l1 W; o; r4 h) i54. Correct off/on-map movement of LCU - not always behaving correctly due to the hex range$ z4 m- \9 j6 C4 D, \! k6 v
55. Clear Soviet air balance if not activated. Possible incorrect base switching
( ]$ F0 d/ A5 J56. Sub attack against docked TF not happening for port size <3* Y7 ^, `3 @: z8 ?) M5 Q
57. Unit type changing unexpectantly% a8 A Z# u+ T) P. c f
58. Torpedo replacement on plane sometimes is missed
' C" U9 \5 N4 }" N59. Double handling of overstacked supply requirements- y, ~. {" G; r. @
60. Fixed alternate weapons for port attacks8 w0 k( |: B# R' r) y) q
61. Corrected weapon system damage to show after combat on ships in port rather than wait till
- F/ Z" X/ v) a# Jsometimer in the ship repair cycle.5 I7 { k! o% s
62. Ship tonnage over 32K could cause repairs to fail
5 k4 F% |+ n6 X m% A! [New
8 H( Q8 N3 r3 v3 g1 [0 S3 g1. Show Port re-arm level on ship list screens at base. Does not account for tenders, just the! q! |$ _8 x {2 D- ?
port
P6 K5 U' e* }3 }" Z4 ^ R2. On ship display, class ammo level will be in GREEN if weapon can be reloaded at base.6 e- r/ q) Y# Y
Tenders not counted
$ ]' p; D) Q6 t" ~/ C3. When showing mine device on ship, show '!' next to mine ammo if can reload at base/ @5 B) k" W0 r( O( S( \. n: X. s
4. Ability to transfer ship in TF screen directly (disband) to the base in the hex. Quick method0 T$ C& Y% T4 b; I! v7 U3 N7 Y: `
to remove damaged ships from TF
, x' i8 z1 L+ f# x5. New filter for “non-building” devices in Industry pool screen! F! k, F( c; J7 C
6. New filter for “non-building” aircraft in Air Replacement pool screen
. x# t4 K6 H1 z9 n2 l7. On base list, an indicator is shown next to port value if any friendly mines (*) or enemy
) C- {6 O2 J/ U- x% Xmines (^) detected, V* q, D1 X& A: d& ?
8. New symbol setting of 19 for Commando/raider type unit. If there are extra icons in the# r/ Y& q! `' b$ I" L
‘button6..’ image files, then these will be shown. If not, by default there are shown as
# t5 d7 o2 v6 Kstandard parachute unit icons
) I. c3 c& \1 @8 q9. Air/port damage and building is shown in base mouse over: l4 p) e( n* l# y4 T; P v
10. On base list, an indicate ‘b’ is shown next to port/af that have building turned on
, k# m) z, G% a; n# O11. TF can be routed to stay within coastal hexes as much as possible. Z; A4 d0 t r
12. On Top Pilot screen show the 'ace' cut-off value if more than 1& T9 ?/ V0 H* D" q3 u
13. Added option on group and LCU reinforcement screen to turn off replacements
, M5 a; u" w- O+ m# w, e( L* g14. Current base can get supply returned to it when reserve planes returned which were# h% P6 U2 U; \4 [# h2 y, \
originally supplied from another base
( z- ~" T4 |, h% h% M, k8 [5 i15. Unit type filter on Troop Loading screen2 s1 B: r7 J, Y a, G5 k3 u
16. Report killed ground units if not in combat report
( j/ e0 k6 v! {8 V8 Y6 L/ aChanged2 l0 g# ^: `7 |7 B: f
1. AF of 8+ have AV support doubled for purposes of determing support for air operations7 J9 f/ d& T1 j3 ~# x
(complements fix 18 above)
+ a8 O1 R' W# `% n: Q$ P2. Permanently increased pilot array to 70K
T5 W4 u) D8 K: n3. Increased number of air combat rounds are a factor of total aircraft involved
+ x" V a9 z' e B1 w$ o4 g; [4. Allowed submap to submap movement if land connected for land units. Should have been
* X: K) \8 E4 Y1 m p; Gso as per Andrew Brown
$ \6 E: q; Q% H+ | u# z8 ?5. Restored the 'space' key operation for AI games. Added Cntl-Z to act as the quick message
# `; e) q( I' M8 w$ e8 vdelay toggle instead( s/ f7 I b+ X0 ~3 X e3 r7 B! E( D
6. Aircraft being grounded for maintenance factors in durability also. This will spread out the
4 U& P P2 D8 E" p. t" Vmaintenace a bit more& m5 b" D! x0 c! `3 f
7. Support device replacements won't decrease the overall experience of LCU units. This does1 M- n/ U5 k) h# k. z
not alter the overall EXP change due when any replacements are received.
* `+ W' B d/ g+ ^( A7 u+ v ~8. For symbol type 19, the unit acts as if a parachute type. There should be a distinction
0 {/ r$ }6 g8 p7 v1 Obetween the two but could break current games.: q' j, P: Q% U2 d6 _* b' u/ u5 e- U
9. Some LCU Prep points may be retained if unit is experienced
3 D8 e% ]/ U* g5 [Notes
: i& d7 ]& p- ]* @1. The main HQs (slots 1-27 and 100-134 for Japanese and Allied respectively) in a scenario
# B% L- V' e/ w* p- ~should not change player or HQ, even if not in play. These original HQs are used by the AI* |( |8 N, R3 v1 q- m# ]* ?
routines so changing or deleting them can put the AI off. Changing other elements should( T& T- K7 q2 \
be okay.9 p! n8 I5 s5 k
2. Clarification to weapon filters for aircraft:# C: g; e, w* _! w/ o
PM_NAVAL_ATTACK 2 // used for naval attacks
; P- n# h' W' z8 [4 [PM_NAVAL_ATTACK2 4 // alternate for naval attack (like torp replacement)
6 q* J; N1 o6 d/ gPM_LAND_ATTACK 8 // used for land (ground) attack' R+ N2 K! R# w6 u4 K
PM_PORT_ATTACK 16 // used for port attack4 J) W! [( W8 c: t6 z, A. ?
PM_AF_ATTACK 32 // used for AF attack
& L6 ?% j6 O& q2 y% p9 hDropped any reference to secondary values for land and AF as they served no special use.3 Q/ S3 i/ u ^8 A
Clarification changes3 E3 U# K" g8 e0 _, ^$ {2 L
1. Some clarification and changes in regard to use of the Soviet Motherland bases. These& K' A; }$ @; y* S4 r1 Y
bases are those defined as having an original Soviet hex ownership of SOV_UNION (90),
3 u% R1 i0 o3 a2 p5 u! bMONGOLIA(91) or TANNU_TUVA(92).9 q$ S2 N, d% ^3 q
a. Allied non-Soviet groups can't transfer to Soviet Motherland bases# J6 `' R) i* l2 W& E D; E6 h
b. Allied non-Soviet LCUs can't move into Soviet Motherland hexes0 H9 w; v" ?: z) S/ k; r
c. Alied non-Soviet LCUs can be landed by ship or air at Soviet Motherland bases' q8 C& X6 _7 P. f" c$ _. L( z
after Soviets are activated, but can’t move) H; @5 [6 a+ g, V! o1 j* H
d. Allied non-Soviet TFs or ships can't replenish from Soviet Motherland ports, even if
! }4 r1 k; `8 _' ^disbanded in port.7 C+ G/ l" P1 l6 J' D
e. Allied merchant ships assigned to Soviet Hqs will become Soviet ships permanently
. x8 r2 ?" ]3 @; J! R; O: l2 ^; df. Re-assigning base command of Soviet Motherland bases needs to also be Soviet |